Control game architecture
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The Art Of Control ( Remedy Entertainment Video Game )
The Art Of Control ( Remedy Entertainment Video Game )
control game architecture - Google Search
Work was done on a project: Control at Remedy Entertainment. I had a double role at the project being an outsourcing artist which means guiding the externals with feedbacks while they were working on props for the levels and as an Environment artist I had a responsibility of propping and set dressing. I had an opportunity to work on an Executive hub level together with fellow environment artists: Anne-Lynn Sottas, Maikki Leppäaho. Level designers Teemu Huhtiniemi. Concept artists: Markus…
We Talked to Control's Director About Refrigerators, John Wick, and Dogs. Oh, and the Game - https://techraptor.net/content/we-talked-to-controls-director-about-refrigerators-john-wick-and-dogs-oh-and-the-game | 505 Games, Control, gaming, Interview, PC, playstation 4, PS4, Remedy Entertainment, Xbox One
I was Principal Environment Artist on CONTROL. I worked on the project since the beginning up until september 2018. In the early days, my responsabilities were mostly developing the visual language of architecture and the style of props, and doing the layouts for the different sectors. After the team started growing, i focused on integrating new artists on the project and teaching and supervising the Environment Art team. I worked with the Tech Art Team on setting up destruction and various…
FAN ART. Just really enjoy the game
Image 6 of 12 from gallery of How Video Game Architecture is Speaking to You. Screenshot of Ashtray Maze, Control (2019). Image via Control
I worked on compositing the New York Street View, mainly from already existing assets that where modified to fit the scene, while being guided by Miro Vesterinen, Roel Grevendonck and Janne Pulkkinen. The scene obviously is a team effort and big part of it is lighting That was done by Damien Stempniewski.
“Yo, videogame people, I need your help. Specifically, I need you to give me examples of games that showcase brutalist architecture, from the mid-90s to 2019. I already have a few, with my main blind spot being the mid-2000s. All help is appreciated!”
As someone who grew up in a city dominated by brutalist office and government buildings, I’ve got a real soft spot for Control’s art design, which we’re
The Oldest House entrance design by Stuart MacdonaldEarly concepts for the world design and art direction for Control Mostly of key spaces or establishing architectural palette for a sector In this case the entrance to the Oldest House My focus is on the architectural design coherence of the world and invention of the world features technological lore and symbolism. Often I would supply an early blockout model for some of the key architectural spaces. Look out for the environment…
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